< DBFZ
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{{#lst:{{PAGENAME}}/Data|5L}} | {{#lst:{{PAGENAME}}/Data|5L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* It's a jab | * It's a jab | ||
Pretty far range for a jab. It's a little more minus than most jabs, but it has high range to make up for it. | Pretty far range for a jab. It's a little more minus than most jabs, but it has high range to make up for it. | ||
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{{#lst:{{PAGENAME}}/Data|5LL}} | {{#lst:{{PAGENAME}}/Data|5LL}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Moves Kid Buu forwards | * Moves Kid Buu forwards | ||
* Medium button in disguise | * Medium button in disguise | ||
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{{#lst:{{PAGENAME}}/Data|5LLL}} | {{#lst:{{PAGENAME}}/Data|5LLL}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* After a vanish, this L autocombo can be used to continue your combo similarly to Goku Black's L autocombo. | * After a vanish, this L autocombo can be used to continue your combo similarly to Goku Black's L autocombo. | ||
There's really not much more to be said about this button. It's only situationally useful in combos, and it has very limited cancel options on block. | There's really not much more to be said about this button. It's only situationally useful in combos, and it has very limited cancel options on block. | ||
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{{#lst:{{PAGENAME}}/Data|5M}} | {{#lst:{{PAGENAME}}/Data|5M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Pulls him forward about halfscreen. | * Pulls him forward about halfscreen. | ||
* Second hit ground bounces on airborne opponents. | * Second hit ground bounces on airborne opponents. | ||
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{{#lst:{{PAGENAME}}/Data|5H}} | {{#lst:{{PAGENAME}}/Data|5H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Mostly useful for the optimal corner combos or blockstring filler. | * Mostly useful for the optimal corner combos or blockstring filler. | ||
* Moves very far forwards. | * Moves very far forwards. | ||
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{{#lst:{{PAGENAME}}/Data|5S}} | {{#lst:{{PAGENAME}}/Data|5S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Fires a single Ki Blast across the screen. | * Fires a single Ki Blast across the screen. | ||
* Pressing S again will make him throw his 2S afterwards. | * Pressing S again will make him throw his 2S afterwards. | ||
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{{#lst:{{PAGENAME}}/Data|2L}} | {{#lst:{{PAGENAME}}/Data|2L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Kid Buu's primary mixup tool. | * Kid Buu's primary mixup tool. | ||
* Less range than 5L. | * Less range than 5L. | ||
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{{#lst:{{PAGENAME}}/Data|2M}} | {{#lst:{{PAGENAME}}/Data|2M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* 2M and 3M have initial proration. 1M doesn't. | * 2M and 3M have initial proration. 1M doesn't. | ||
* Each version has some tracking, but will only hit in a certain range. | * Each version has some tracking, but will only hit in a certain range. | ||
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{{#lst:{{PAGENAME}}/Data|2H}} | {{#lst:{{PAGENAME}}/Data|2H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Very bad horizontal hitbox, basically have to be touching the opponent if they are grounded. | * Very bad horizontal hitbox, basically have to be touching the opponent if they are grounded. | ||
* Vertical hitbox is pretty good, hits above Buu rather than in front. | * Vertical hitbox is pretty good, hits above Buu rather than in front. | ||
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{{#lst:{{PAGENAME}}/Data|2S}} | {{#lst:{{PAGENAME}}/Data|2S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Jumps up and throws a Ki blast in an upward arc. | * Jumps up and throws a Ki blast in an upward arc. | ||
* At close range, will throw the Ki blast downward. | * At close range, will throw the Ki blast downward. | ||
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{{#lst:{{PAGENAME}}/Data|6M}} | {{#lst:{{PAGENAME}}/Data|6M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Universal overhead. | * Universal overhead. | ||
* Another mixup tool for a character brimming with them. | * Another mixup tool for a character brimming with them. | ||
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{{#lst:{{PAGENAME}}/Data|j.L}} | {{#lst:{{PAGENAME}}/Data|j.L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Hits crouchers more often than it's animation would suggest | * Hits crouchers more often than it's animation would suggest | ||
Because of it's speed and how j.M messes with your air momentum, this is usually the other part of your high-low mixups. | Because of it's speed and how j.M messes with your air momentum, this is usually the other part of your high-low mixups. | ||
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{{#lst:{{PAGENAME}}/Data|j.M}} | {{#lst:{{PAGENAME}}/Data|j.M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Pulls him forward about halfscreen. An excellent air-to-air attack. | * Pulls him forward about halfscreen. An excellent air-to-air attack. | ||
* First hit has a normal launch angle, second hit knocks the opponent down at a 60 degree angle. | * First hit has a normal launch angle, second hit knocks the opponent down at a 60 degree angle. | ||
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{{#lst:{{PAGENAME}}/Data|j.H}} | {{#lst:{{PAGENAME}}/Data|j.H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* [] is on Smash hit. | * [] is on Smash hit. | ||
* Useful in mixups after j.M. | * Useful in mixups after j.M. | ||
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{{#lst:{{PAGENAME}}/Data|j.S}} | {{#lst:{{PAGENAME}}/Data|j.S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Halts Kid Buu's air momentum, useful for crossups. | * Halts Kid Buu's air momentum, useful for crossups. | ||
* Has enough hitstun to combo into any of Kid Buu's air special moves or supers. | * Has enough hitstun to combo into any of Kid Buu's air special moves or supers. | ||
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{{#lst:{{PAGENAME}}/Data|j.2H}} | {{#lst:{{PAGENAME}}/Data|j.2H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Carries a lot of momentum. | * Carries a lot of momentum. | ||
* If smash hasn't been used, by delaying the super dash, Buu can switch sides with this move. | * If smash hasn't been used, by delaying the super dash, Buu can switch sides with this move. | ||
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{{#lst:{{PAGENAME}}/Data|j.236L}} | {{#lst:{{PAGENAME}}/Data|j.236L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Lands close to start point. | * Lands close to start point. | ||
}} | }} | ||
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{{#lst:{{PAGENAME}}/Data|j.236M}} | {{#lst:{{PAGENAME}}/Data|j.236M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Will end further horizontally from the light version. | * Will end further horizontally from the light version. | ||
}} | }} | ||
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{{#lst:{{PAGENAME}}/Data|j.236H}} | {{#lst:{{PAGENAME}}/Data|j.236H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Will initiate a small bounce that can extend combos. | * Will initiate a small bounce that can extend combos. | ||
* Hits twice during the fall, but only once when he bounces up. | * Hits twice during the fall, but only once when he bounces up. | ||
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{{#lst:{{PAGENAME}}/Data|214L}} | {{#lst:{{PAGENAME}}/Data|214L}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Immune to air attacks. | * Immune to air attacks. | ||
* Useful as an anti-air because you know 2H ain't doing squat. | * Useful as an anti-air because you know 2H ain't doing squat. | ||
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{{#lst:{{PAGENAME}}/Data|214M}} | {{#lst:{{PAGENAME}}/Data|214M}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Immune to air attacks. | * Immune to air attacks. | ||
* Results in a ground bounce that can be comboed after. | * Results in a ground bounce that can be comboed after. | ||
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{{#lst:{{PAGENAME}}/Data|214H}} | {{#lst:{{PAGENAME}}/Data|214H}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Immune to air attacks. | * Immune to air attacks. | ||
* Results in a ground bounce that can be comboed after. | * Results in a ground bounce that can be comboed after. | ||
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{{#lst:{{PAGENAME}}/Data|236S}} | {{#lst:{{PAGENAME}}/Data|236S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Teleports to the opponent's position on hit, allowing you to easily combo into your Level 1 or Level 3 Super. | * Teleports to the opponent's position on hit, allowing you to easily combo into your Level 1 or Level 3 Super. | ||
* Heals 400 blue health on Smash hit. | * Heals 400 blue health on Smash hit. | ||
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{{#lst:{{PAGENAME}}/Data|j.236S}} | {{#lst:{{PAGENAME}}/Data|j.236S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Using a Tiger Knee motion (2369) will allow you to use this move while close to the ground. | * Using a Tiger Knee motion (2369) will allow you to use this move while close to the ground. | ||
A standard Kamehameha. Because it's air only, it's a little easier for opponents to duck under it. | A standard Kamehameha. Because it's air only, it's a little easier for opponents to duck under it. | ||
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{{#lst:{{PAGENAME}}/Data|214S}} | {{#lst:{{PAGENAME}}/Data|214S}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* On hit or block, holds the opponent in place for a ridiculous amount of time. | * On hit or block, holds the opponent in place for a ridiculous amount of time. | ||
* 5H > 214S when covered by an assist is your go-to blockstring extender. | * 5H > 214S when covered by an assist is your go-to blockstring extender. | ||
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{{#lst:{{PAGENAME}}/Data|Assist A}} | {{#lst:{{PAGENAME}}/Data|Assist A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Good for pressure and lockdown. | * Good for pressure and lockdown. | ||
It has a good amount of startup but if you cover the startup with your point character doing a blockstring or another assist, Kid Buu's Arm Ball assist is very good for pressure because it'll lockdown the opponent for an extended period of time. This both frees up your point character to go for high/low mixups and makes converting opening an opponent up with a mixup into a full combo easier. | It has a good amount of startup but if you cover the startup with your point character doing a blockstring or another assist, Kid Buu's Arm Ball assist is very good for pressure because it'll lockdown the opponent for an extended period of time. This both frees up your point character to go for high/low mixups and makes converting opening an opponent up with a mixup into a full combo easier. | ||
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{{#lst:{{PAGENAME}}/Data|Assist B}} | {{#lst:{{PAGENAME}}/Data|Assist B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
}} | }} | ||
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{{#lst:{{PAGENAME}}/Data|Assist C}} | {{#lst:{{PAGENAME}}/Data|Assist C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
}} | }} | ||
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{{#lst:{{PAGENAME}}/Data|236HS}} | {{#lst:{{PAGENAME}}/Data|236HS}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Minimum damage: 90, 35*17, 100*11 (785) | * Minimum damage: 90, 35*17, 100*11 (785) | ||
* Fires a volley of beams into the air that fall down after a delay. | * Fires a volley of beams into the air that fall down after a delay. | ||
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{{#lst:{{PAGENAME}}/Data|j.236HS}} | {{#lst:{{PAGENAME}}/Data|j.236HS}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Minimum damage: 805 | * Minimum damage: 805 | ||
* Buu travels down to the ground before curving up, starting and ending in the air. | * Buu travels down to the ground before curving up, starting and ending in the air. | ||
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{{#lst:{{PAGENAME}}/Data|j.214HS}} | {{#lst:{{PAGENAME}}/Data|j.214HS}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
* Minimum damage: 180, 1520 (1700) | * Minimum damage: 180, 1520 (1700) | ||
* Freezes sparking recovery, good burst damage | * Freezes sparking recovery, good burst damage |
Revision as of 16:04, 8 March 2020
Kid Buu |
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Overview
Small, diminutive, and insane beyond all reason, "Kid" Buu represents Majin Buu's "pure" form before absorbing powerful fighters. Without any sense of morality (or any sense at all), this form represents Buu not necessarily at his strongest, but at his most dangerous, driven by nothing other than the desire to destroy. Thankfully, the universe would be spared his wrath by Goku, who destroyed him with a Spirit Bomb.
In Dragon Ball FighterZ, Kid Buu is an unpredictable combatant who can put his opponents off-balance with his long limbs and powerful special moves.
Strengths/Weaknesses
Strengths | Weaknesses |
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Normal Moves
5L
5L | Template:AttackDataHeader-DBFZ |
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5M
5M | Template:AttackDataHeader-DBFZ |
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5H
5H | Template:AttackDataHeader-DBFZ |
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5S
5S | Template:AttackDataHeader-DBFZ |
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2L
2L | Template:AttackDataHeader-DBFZ |
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2M
2M | Template:AttackDataHeader-DBFZ |
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2H
2H | Template:AttackDataHeader-DBFZ |
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2S
2S | Template:AttackDataHeader-DBFZ |
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6M
6M | Template:AttackDataHeader-DBFZ |
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j.L
j.L | Template:AttackDataHeader-DBFZ |
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j.M
j.M | Template:AttackDataHeader-DBFZ |
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j.H
j.H | Template:AttackDataHeader-DBFZ |
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j.S
j.S | Template:AttackDataHeader-DBFZ |
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j.2H
j.2H | Template:AttackDataHeader-DBFZ |
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Special Moves
Mystic Ball Attack
Mystic Ball Attack 236L/M/H (Air OK) |
Template:AttackDataHeader-DBFZ |
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Mystic Arm Swing
Mystic Arm Swing 214L/M/H |
Template:AttackDataHeader-DBFZ |
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Candy Beam
Candy Beam 236S |
Template:AttackDataHeader-DBFZ |
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Kamehameha
Kamehameha j.236S |
Template:AttackDataHeader-DBFZ |
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Arm Ball
Arm Ball 214S |
Template:AttackDataHeader-DBFZ |
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Z Assists
Assist A
Arm Ball Assist A |
Template:AttackDataHeader-DBFZ |
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Assist B
Mystic Ball Attack Assist B |
Template:AttackDataHeader-DBFZ |
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Assist C
Kamehameha Assist C |
Template:AttackDataHeader-DBFZ |
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Super Moves
Human Extinction Attack
Human Extinction Attack 236L+M or 236H+S |
Template:AttackDataHeader-DBFZ |
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Pearl Flash
Pearl Flash j.236L+M or j.236H+S |
Template:AttackDataHeader-DBFZ |
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Planet Burst
Planet Burst 214L+M or 214H+S (Air OK) |
Template:AttackDataHeader-DBFZ |
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To edit frame data, edit values in DBFZ/Kid Buu/Data. Be sure to update both the
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.